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Imperial Japanese Navy

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  • Super Yamato Armor

    02. 26. 2013 22:31


nikon_d90

Hi,

 I would like to know how many deck, belt, bulge and bulk should I put on super yamato?

my ship speed (full crews and without any armor) is 26/36 (I know it is quite slow...)

 

Thank you very much

 

 

  • Re : Super Yamato Armor

    02. 26. 2013 23:36


Benser33

Considering the poor armor quality of IJN, just 0.2 units of belt and as much bulge as you can fit without losing a knot should suffice, to provide you with a fair amount of torp protection.

  • Re : Super Yamato Armor

    02. 27. 2013 00:11


danita

Did you make a mistake with your SY's base speed and put in 26 here, instead of 25?
I don't see how you can achieve that base speed with a full crew, unless it's very under levelled and thus very very light.

Don't use a ship until at the very least all your sailors are within 4 levels of reaching the ship level. For a SY (lvl 103 ship) that means you should aim to have all crew be lvl 99 or above before you start thinking about using it.
If you have lower lvl crew, go back to the ship where that sailor doesn't get an exp penalty for using it.

And Benser has it right for the armor.

  • Re : Super Yamato Armor

    02. 27. 2013 00:18


nikon_d90

Originally Posted by Benser33

Considering the poor armor quality of IJN, just 0.2 units of belt and as much bulge as you can fit without losing a knot should suffice, to provide you with a fair amount of torp protection.

no need to use deck and bulk?
but how to resist enermy BB's shell?

since i saw some other super yamato could suffer a few direct incoming fire (almost all shell) from enermy bb5 but their dp did not decrease.

  • Re : Super Yamato Armor

    02. 27. 2013 00:47


danita

Bulk does nothing usefull for the weight it costs and a SY can't carry enough deck to stop anything worth mentioning so you're better of not using it.

And looking at a ships DP/health bar to see if a targets ship armor bounced the shells or not, is a very bad way to judge that.
A BB4/5/6 can be hit for 30 k in 1 salvo, yet it will hardly show a dent in the health bar.
If you don't know why, Soft Defense read up on it.

If you want to see if a ship bounces shells or not, look at the damage numbers above the target. If a BB 4/5/6 gets hit by big shells and the damage numbers are in the hundreds, those shells are hitting fully. Only if those damage numbers are 0's or in the tens is the armor actually bouncing shells.

  • Re : Super Yamato Armor

    02. 27. 2013 01:28


Benser33

Originally Posted by nikon_d90

Originally Posted by Benser33

Considering the poor armor quality of IJN, just 0.2 units of belt and as much bulge as you can fit without losing a knot should suffice, to provide you with a fair amount of torp protection.

no need to use deck and bulk?
but how to resist enermy BB's shell?

since i saw some other super yamato could suffer a few direct incoming fire (almost all shell) from enermy bb5 but their dp did not decrease.

Deck is only worth using in large enough amounts. IJN Armor isn't very good, it is one of their national weaknesses. So the Yamato, etc, cannot really fit enough deck for any real benefit.

 

Bulkhead allows you to take more damage before you start to lose speed. This is both limited in usefulness and not very effective, not to mention again the poor quality of IJN armor.

 

As mentioned by Danita, other BB4s and BB5s etc may sustain the damage of a full salvo thanks to their Soft Defense (SD), the ability to burn off a large amount of damage over time instead of taking it all immediately.

 

The number highlighted in red above is your ships SD, it reaches a maximum of 900. 900 would allow you to take only 10% of the damage immediately and to burn the other 90% off over time, giving a chance to repair and preventing the damage from affecting the engine as quickly. In the example above, I would take 84% immediately and burn 16% over time.

 

SD is increased by the combined Restore ability of your crew, all sailors contribute to it (Thus the use of dedicated Restorers is ill-advised). In practise, it is more easily increased by simply gaining more experts and vets.

 

Hope some of this was useful.

  • Re : Super Yamato Armor

    02. 27. 2013 04:05


nikon_d90

oh!!!!!

finally i got it!!!

thank you very much, benser and danita :)

  • Re : Super Yamato Armor

    04. 29. 2013 20:08


GHHalley

Nikon,


   Fill your crew up with Engies and Repairmen.  Engies to give you more overheat time and speed, repairmen to fix the ship up when the ship has taken the SD damage, before it becomes real.  

    Even though the IJN BBs can't take hits, they are the best ships in retreating.  You want speed so if you do get pounded you can escape before being destroyed.  If you lose your entire ship's DP in the SD hits, then the ship takes full damage.  Also understand, smoking ships are still losing damage because of previous hits.  The nice thing about IJN BBs is they have the highest firing angles.   A good IJN BB driver will launch high lobs while retreating.  The enemy BBs will run into the shells while the IJN BB stays out of range of their shells.  Its tough to do, but a good IJN BB player should be able to beat any other equal BB 1 on 1 as the IJN BB shells hit hard and they can outrange other ships if you can hit them at the higher angles.       

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